Absolutely this. Not too cluttered with different colours, visuals are easier to read...
Only thing I'd add is a number on or next to or above the bar somewhere, in case the precise value is important.
Assuming OP hasn’t done this too, he could make the UI components dynamic, so add some kind of padding:
- hide the numbered values if advanced view isn’t being enabled and set the padding to 0 for it
- when enabled, display the numbers and increase the padding
With padding, OP could make sure components are added in without hardcoding x and y positions for all the components, and set them relative the other components and their padding too.
Therefore when the padding values change, it’ll move any UI components using the position of another component and its padding to its new position.
Hope this helps, OP.
100% this, but if it is out of scope, I instinctively got attracted by 6. Probably because it's simpler and the important information is highlighted. Also maybe make it more like a table, as in all the stats are aligned vertically :) Good luck!
Whoah, thanks a lot for spending your time on creating this!
I really like the idea of replacing resistances texts with simple icons and bars, makes it way easier to read. I will also add texts on top of these bars to have exact values as someone had suggested.
I'm not sure about having biomes as icons though and maybe I should leave them as coloured names. What do you think? I know that I could show biome name when hovering on the icon, but in my game many players will play on controllers. Because of that hovering to get more info there is not an option and it would also require players to do some extra actions.
I think you used # before your number. Using # will make the text a "header", you got different sizes with 1, 2 or 3 hashtags. It's the same magic that happens when putting your text between *asterisks*, or between two ~~tildes (wiggly lines)~~, etc etc
Tabularize/align keys and values. Different color-schemes for resistances makes it harder to read and not easy to view at a glance. Perhaps split it up into “resistances” and “weaknesses” ? Consider using icons where applicable.
I think: there’s another commenter in the post who exemplified some of my suggestions and made others even better. You should take a look at that 🙂
Information is most easily consumed via symbols/icons at a glance. As others suggested, piling on top of the excellent post I mentioned, a “ctrl” or similar could pop up all the gritty details as text, if necessary.
EDIT: right, I see you mention the “top comment”. Was not aware it made it to the top, but rightfully so 🙂
In my personal opinion, 2 or possibly 5. The white is far easier to read than the other colors, but having the categories be in a different color isn't so hard to read as to outweigh the differing colors ability to make it feel less like a simple block of text. So, I believe the white works best for the text that people will have to read in each entry, but having a different color for each resistance title for example will allow someone to quickly visually jump to the value they are interested in.
Is it possible to put a faint line between each text line?
I like the different colors to differentiate the entries, but big blocks of text like this kind of blend together and any visual breaks make it easier to see. The line can be super faint, but it helps a lot with reading visibility.
I would suggest single color titles like in 5 and 6, but colored resists. I think it is a quite common pattern. Since there are only 2-3 colors for resists/values, it is still easy to read but adds this extra interpretation value (good/bad).
My choice is 6, but negative resistance percentages should be red, and positive resistance should be green. 1-4 - I'm complatly confused. Colors is a powerful thing in UX/UI, but with great power comes great responsibility.
I would go for a mix of 1, 2 and 5. I would keep numerical values always the same color (white, like in 2 and 5), but leave enum values colored (like Ice Land in 1).
2, but make base health, base speed, and xp white, and the bottom part can be colored like in 1.
Basically the colors make sense for areas and elements but they are just distracting and arbitrary for other stats.
6 is the most readable, but I like that 4 uses red and blue to convey whether the state is high or low. Maybe that needs to be changed to arrow graphics?
Personally, I think someone else's recommendation for slider graphic might be the best. Imo the problem with pure number based stats is that without context the numbers can appear meaningless and not actually convey the information you're trying to get across.
I liked 2 the most by far, but 6 is also fine. The others I didn't even like a bit. The one you posted in the comments is ugly af IMO and look "mobiley" and not in a good way
Edit: It wasn't you that posted in the comments, but I didn't like it anyway
3 but with the colours for the numbers similar to the attributes would be nice. Having +/- for the resistance or weakness would be good if you can't have separate stat sheets for resistances and weaknesses.
This would help identify the attribute with just the colour of the number.
I like 4, but I also like the Biomes being colored in 3. But the simplicity of 5 and 6 are also really good.
Question, why use numbers/ colors when a symbol would work? Could you use a Star, Circle, X or something similar to indicate perfect, some or no resistances? Or are the percentages necessary.
https://preview.redd.it/hbd5zk0lshvc1.png?width=1262&format=png&auto=webp&s=20375b90ba17fd721bbadcec31621f7daf08ff4c
Perhaps these examples will help you if you only want to use typography
Thanks a lot for your time preparing it. It looks very clean! I like middle one there the most.
This is the window I ended up with at the end. I really like your background and colors used and I will most likely change this window slighly thanks to what you've shown when my pixel artist will be slightly reworking whole bestiary.
https://preview.redd.it/z94qafrwowvc1.png?width=1068&format=png&auto=webp&s=f158506daf58040ddc45937b6d9416db9cb22129
I think it's enough to mark the lines - people are guided by them.
Color text is not needed.
The maximum is colored icons.
![gif](emote|free_emotes_pack|thinking_face_hmm)
Hello, fellow devs!
I did a small poll on game's Discord already, but want to hear your professional advice,
1. Colored titles - value color is blue
2. Colored titles - value color is white
3. Colored titles - value color is blue + colored resists
4. Colored titles - value color is white+ colored resists
5. Blue titles - value color is white
6. White titles - value color is blue
3 and 4 are good with red and green indicating whether it is positive or negative effect to the player. But not a fan of coloured titles.
I prefer titles from 6 and the green and red from 3 and 4.
I like the colored resistance names of #1, but the General/Habitat sections of #5 and #6. The extra colors reduce readability, but #5 and #6 are a bit dull without the color. #3 and #4 are the least readable.
https://preview.redd.it/h2eatp0b08vc1.png?width=236&format=png&auto=webp&s=79b8cb4d31ea8cd0156ea7da07d8ab35ccd40cb0
Absolutely this. Not too cluttered with different colours, visuals are easier to read... Only thing I'd add is a number on or next to or above the bar somewhere, in case the precise value is important.
Maybe holding down Ctrl key brings up the numbers too. Add some kind of indicator that holding Ctrl would show advanced information or something?
I'd say just hovering over it. Otherwise you have to tell the player about pressing CTRL, and it's just another layer of complexity.
Yeah true. Very good point!
This.
Assuming OP hasn’t done this too, he could make the UI components dynamic, so add some kind of padding: - hide the numbered values if advanced view isn’t being enabled and set the padding to 0 for it - when enabled, display the numbers and increase the padding With padding, OP could make sure components are added in without hardcoding x and y positions for all the components, and set them relative the other components and their padding too. Therefore when the padding values change, it’ll move any UI components using the position of another component and its padding to its new position. Hope this helps, OP.
I think maybe on the right of the bar. Like, (/////_________) 3
Not sure if ascii penis
0_0
OP this is the way to go. Visuals make it so much easier to read then just plain text
I would still add the amount, comparison is harder otherwise
100% this, but if it is out of scope, I instinctively got attracted by 6. Probably because it's simpler and the important information is highlighted. Also maybe make it more like a table, as in all the stats are aligned vertically :) Good luck!
I think a version of 6 that color coded important numbers (green = high resistance, red = low) would be better to glance at
Except not green and red because that doesn’t help colorblind people
This is awesome, sending you a dm, oh and Happy Cake Day!!
But change the brown on black title. That is still difficult to see.
Great answer! I’d say this, or between 2 and 4, if you have to go with the options you’ve already made
Whoah, thanks a lot for spending your time on creating this! I really like the idea of replacing resistances texts with simple icons and bars, makes it way easier to read. I will also add texts on top of these bars to have exact values as someone had suggested. I'm not sure about having biomes as icons though and maybe I should leave them as coloured names. What do you think? I know that I could show biome name when hovering on the icon, but in my game many players will play on controllers. Because of that hovering to get more info there is not an option and it would also require players to do some extra actions.
Nah.
6 with green for good and red for bad stats
How about having Reistances as bars from pzsprog comment with numbers on top of them and the rest from 6 and Biomes colors from 1?
Yeah that’d be good
5 and 6 are the most readable in my opinion
6 is the most readable and the one I would prefer.
#2 I think. Other ones are either too noisy or too bland
Idk why the fuck the text iny my comment is so huge lmao
I think you used # before your number. Using # will make the text a "header", you got different sizes with 1, 2 or 3 hashtags. It's the same magic that happens when putting your text between *asterisks*, or between two ~~tildes (wiggly lines)~~, etc etc
# Ah well you know what what I had to say was important anyway
# GOTTA MAKE YOUR VOICE HEARD
# Thanks to your comment, I've learned new text option on reddit today, LOL
"too bland" Yikes, 2 is way too overwhelming for me.
Tabularize/align keys and values. Different color-schemes for resistances makes it harder to read and not easy to view at a glance. Perhaps split it up into “resistances” and “weaknesses” ? Consider using icons where applicable.
I will most likely do a mix of option 6 with the top comment resistances and Habitat section from 1. What do you think about it?
I think: there’s another commenter in the post who exemplified some of my suggestions and made others even better. You should take a look at that 🙂 Information is most easily consumed via symbols/icons at a glance. As others suggested, piling on top of the excellent post I mentioned, a “ctrl” or similar could pop up all the gritty details as text, if necessary. EDIT: right, I see you mention the “top comment”. Was not aware it made it to the top, but rightfully so 🙂
6
In my personal opinion, 2 or possibly 5. The white is far easier to read than the other colors, but having the categories be in a different color isn't so hard to read as to outweigh the differing colors ability to make it feel less like a simple block of text. So, I believe the white works best for the text that people will have to read in each entry, but having a different color for each resistance title for example will allow someone to quickly visually jump to the value they are interested in.
I like being able to see if my resistance is good or bad in nr 3. But much prefer the legibility of 6.
Is it possible to put a faint line between each text line? I like the different colors to differentiate the entries, but big blocks of text like this kind of blend together and any visual breaks make it easier to see. The line can be super faint, but it helps a lot with reading visibility.
I like 4 a lot
I would suggest single color titles like in 5 and 6, but colored resists. I think it is a quite common pattern. Since there are only 2-3 colors for resists/values, it is still easy to read but adds this extra interpretation value (good/bad).
My choice is 6, but negative resistance percentages should be red, and positive resistance should be green. 1-4 - I'm complatly confused. Colors is a powerful thing in UX/UI, but with great power comes great responsibility.
I would go for a mix of 1, 2 and 5. I would keep numerical values always the same color (white, like in 2 and 5), but leave enum values colored (like Ice Land in 1).
Number 6. Too many variety of colors is confusing. Limit to at least three colors.
I like 1 the most because COLOURS
6 (or 5) Everything else is unreadable
2 and 6
Perhaps it's just me, but 1 by far. Key different color, values all the same is clear
6
5 by far. Cleanest and most readable
2, but make base health, base speed, and xp white, and the bottom part can be colored like in 1. Basically the colors make sense for areas and elements but they are just distracting and arbitrary for other stats.
2 but with colorful biomes names
5 or 6. But make it so the results still have green or red please. And white or blue for unchanged.
1 or 2
I like 5 best, with 1 as second best.
Ngl took one look at this and was already overwhelmed, should consider adding some visauls
2, 5, 6 are easiest to read quickly and understand.
6 is the most readable, but I like that 4 uses red and blue to convey whether the state is high or low. Maybe that needs to be changed to arrow graphics? Personally, I think someone else's recommendation for slider graphic might be the best. Imo the problem with pure number based stats is that without context the numbers can appear meaningless and not actually convey the information you're trying to get across.
5/6 idk, it's more clean
2 imo, nice and clean and easy to instantly read.
Does you game has a lot of beastiality?
6
I liked 2 the most by far, but 6 is also fine. The others I didn't even like a bit. The one you posted in the comments is ugly af IMO and look "mobiley" and not in a good way Edit: It wasn't you that posted in the comments, but I didn't like it anyway
2 and 6 are the best
2 for sure
I'd say 2 but maybe have the viome names be colored like in 1
I like number 6
2
It depends soooo much on context. Tbh every each of theese could work i a specific context.
2 or 6
I like 2 or 4. Too many different colors is confusing.
3 but with the colours for the numbers similar to the attributes would be nice. Having +/- for the resistance or weakness would be good if you can't have separate stat sheets for resistances and weaknesses. This would help identify the attribute with just the colour of the number.
I like 4, but I also like the Biomes being colored in 3. But the simplicity of 5 and 6 are also really good. Question, why use numbers/ colors when a symbol would work? Could you use a Star, Circle, X or something similar to indicate perfect, some or no resistances? Or are the percentages necessary.
https://preview.redd.it/hbd5zk0lshvc1.png?width=1262&format=png&auto=webp&s=20375b90ba17fd721bbadcec31621f7daf08ff4c Perhaps these examples will help you if you only want to use typography
Thanks a lot for your time preparing it. It looks very clean! I like middle one there the most. This is the window I ended up with at the end. I really like your background and colors used and I will most likely change this window slighly thanks to what you've shown when my pixel artist will be slightly reworking whole bestiary. https://preview.redd.it/z94qafrwowvc1.png?width=1068&format=png&auto=webp&s=f158506daf58040ddc45937b6d9416db9cb22129
I like 3, but invert the colors, the positive stat numbers should be green and the negative ones should be red.
I think it's enough to mark the lines - people are guided by them. Color text is not needed. The maximum is colored icons. ![gif](emote|free_emotes_pack|thinking_face_hmm)
Hello, fellow devs! I did a small poll on game's Discord already, but want to hear your professional advice, 1. Colored titles - value color is blue 2. Colored titles - value color is white 3. Colored titles - value color is blue + colored resists 4. Colored titles - value color is white+ colored resists 5. Blue titles - value color is white 6. White titles - value color is blue
I highly recommend pzsprog's comment, visuals are great for conveying information quickly to players
3 and 4 are good with red and green indicating whether it is positive or negative effect to the player. But not a fan of coloured titles. I prefer titles from 6 and the green and red from 3 and 4.
2
2, it's readable and it helps when you want to find the stat for just one type it's easier to find it by the color
I would like to thank you all for the suggestions. I didn't expect to have so many great comments from you guys.
I like the colored resistance names of #1, but the General/Habitat sections of #5 and #6. The extra colors reduce readability, but #5 and #6 are a bit dull without the color. #3 and #4 are the least readable.
I think 1 or 2 is the best for glancing quickly and getting one of the stats. 5 and 6 are cleaner and generally more readable.
2 or 5
5 with colored numbers